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Details Unconfirmed

Name

Description

Where / How to Obtain

Mass Fusion - Must have the Mass Fusion Executive ID


found on the Executive Suite at the top of the building.
After entering from the Mass Fusion Executive Suite (Roof),
Strength
take the elevator down to the glass floor level, then open
permanently the Expert door to the northeast. From there, drop down to
Strength
increased by the floor below and look at the massive silver
1.
statue/sculpture that's mounted on the wall in the center of
the room; you should see the figurine on top of it, so climb
the couch and slowly approach it, taking it once it's finally
within reach.
Perception
Percepti permanently Museum of Freedom - On the desk where you first
on
increased by meet Preston Garvey and the Minutemen
1.
Endurance
Enduranc permanently
POSEIDON ENERGY
e
increased by
1.
Charisma
permanently
Charisma
PARSONS STATE INSANE ASYLUM
increased by
1.
Intelligence
Intellige permanently Boston Public Library - From the entrance, turn left
nce
increased by and head straight into the room ahead
1.

Agility

Agility
permanently
WRECK OF THE FMS NORTHERN STAR
increased by
1.

Luck

Luck
permanently
SPECTACLE ISLAND
increased by
1.

Perk Bobbleheads

Italic / Caps = Details Unconfirmed

Name

Description

How to Obtain

Barter

PRICES ARE PERMANENTLY 5%


LONGNECK LUKOWSKI'S CANNERY
BETTER.

Big Guns

PERMANENTLY GAIN +25%


CRITICAL DAMAGE WITH
HEAVY WEAPONS.

Permanently gain +25%


Energy
critical damage with
Weapons
energy weapons.

VAULT 95

Fort Hagen - In the Command


Center's cafeteria, in the kitchen

Explosives

PERMANENTLY GAIN +15%


DAMAGE WITH EXPLOSIVES.

SAUGUS IRONWORKS

Lock
Picking

LOCKPICKING IS
PERMANENTLY EASIER.

PICKMAN GALLERY

Medicine

STIMPAKS PERMANENTLY HEAL


VAULT 81
10% MORE DAMAGE.

Melee

PERMANENTLY GAIN +25%


CRITICAL DAMAGE WITH
MELEE WEAPONS.

TRINITY TOWER

Fusion cores permanently


last 10% longer.

Corvega Assembly Plant - Climb all of


the stairs on the outside of the
building and you'll find it at the very
top

Repair

Science

GET ONE EXTRA GUESS WHEN


MALDEN MIDDLE SCHOOL - VAULT 75
HACKING TERMINALS.

Small
Guns

GAIN 25% CRITICAL DAMAGE


WHEN USING BALLISTIC
WEAPONS.

GUNNERS PLAZA

Sneak

YOU ARE 10% HARDER TO


DETECT.

DUNWICH BORERS

Speech All vendors permanently


have 100 more caps for

Park Street Station - Vault 114 -

Unarmed

bartering.

Where you first meet Nick Valentine

PERMANENTLY GAIN 25%


CRITICAL DAMAGE WITH
UNARMED ATTACKS.

ATOM CATS GARAGE

Perk Magazines

Astoundingly Awesome Tales


Grognak the Barbarian

Guns and Bullets

Hot Rodder

La Coiffe

Live & Love

Massachusetts Surgical Journal

Picket Fences

RobCo Fun!

Taboo Tattoos

Tales of a Junktown Jerky Vendor

Tesla Science

Total Hack

Tumblers Today

U.S. Covert Operations Manual

Unstoppables

Wasteland Survival Guide

You're S.P.E.C.I.A.L.!

Italic / Caps = Details Unconfirmed

Astoundingly Awesome Tales

BOSTON MAYORAL SHELTER


COAST GUARD PIER
CRATER OF ATOM
DUNWICH BORERS
EAST BOSTON PREPARATORY
SCHOOL
HUBRIS COMICS
Old North Church

Railroad HQ, on a
desk

OUTPOST ZIMONJA
PICKMAN GALLERY
SENTINEL SITE
SKYLANES FLIGHT 1981
THE INSTITUTE
TRINITY PLAZA
VAULT 114

Grognak the Barbarian

BACK STREET APPAREL


BOSTON COMMON
ANDREW STATION (BUS AND APARTMENT
WRECKAGE)
CORVEGA ASSEMBLY PLANT
HYDE PARK
MASS PIKE INTERCHANGE
MUSEUM OF WITCHCRAFT

Sanctuary

In your old house on the kitchen


counter

VAULT 75
WICKED SHIPPING FLEET LOCKUP

Guns and Bullets

BADTFL REGIONAL OFFICE


CAMBRIDGE POLICE STATION
Fort Hagen

In the first area after entering from the roof,


on a table

FRATERNAL POST 115


GUNNERS PLAZA
QUINCY RUINS
ROOK FAMILY HOUSE
SOUTH BOSTON MILITARY
CHECKPOINT
The Castle
TICONDEROGA (SOUTH OF
MONSIGNOR PLAZA)

Hot Rodder

ATOM CATS GARAGE


ROBOTICS DISPOSAL
GROUND
WEST ROXBURY
STATION

On the desk beside the radio transmitter

La Coiffe

CHARLESTOWN LAUNDRY (SOUTHEAST OF


BUNKER HILL)
FALLON'S DEPARTMENT STORE

Live & Love

Bunker Hill

At the top of the monument

COLLEGE SQUARE STATION


DIAMOND CITY
FANEUIL HALL
FIDDLER'S GREEN TRAILER
ESTATES
Goodneighbor

The Third Rail, in the


bathroom stall

GOODNEIGHBOR
REVERE BEACH STATION
WRVR BROADCAST STATION

Massachusetts Surgical Journal

Boston Public Library

Return enough books to earn 50 Tokens


to buy it

CABOT HOUSE
CAMBRIDGE POLYMER LABS
GREATER MASS BLOOD CLINIC
Greenetech Genetics

Between two red couches on the third

floor
MEDFORD MEMORIAL
HOSPITAL
MED-TEK RESEARCH
PARSONS STATE INSANE
ASYLUM
SANDY COVES
CONVALESCENT HOME

Picket Fences

BEANTOWN BREWERY
Combat Zone

On a table near the


stage

HARDWARE TOWN
SAUGUS IRONWORKS
WESTON WATER TREATMENT
PLANT

RobCo Fun!

Diamond City
Valentine's Detective Agency, on a desk
Market
Fort Hagen

Command Center, on a desk where you meet Kellogg

Goodneighbor Memory Den, on a desk in the basement


Museum of
Freedom
Vault 111

Taboo Tattoos

On a desk where you first meet Preston Garvey and the


Minutemen
No magazine, but the Red Menace game can be found in
the cafeteria

Concord

Concord Civic Access, near the Pulowski Preservation


Shelter entrance

IRISH PRIDE INDUSTRIES


SHIPYARD
MASS PIKE TUNNEL
EAST OR WEST
THICKET EXCAVATIONS
VAULT 81

Tales of a Junktown Jerky Vendor

BIG JOHN'S SALVAGE


FOUR LEAF FISHPACKING
PLANT
GWINNETT BREWERY
LONGNECK LUKOWSKI'S
CANNERY
MYSTIC PINES
SUPER-DUPER MART
Walden Pond
WRECK OF THE FMS
NORTHERN STAR

Tesla Science

ARCJET
SYSTEMS

Inside the sewer entrance of the building,


on a barrel

GENERAL
ATOMICS
FACTORY
HALLUCIGEN,
INC.
MAHKRA
FISHPACKING
Must have the Mass Fusion Executive ID found on the Executive
Suite at the top of the building. Use the elevator to go down to the
glass-floored room, then go through the southwestern door and use
Mass Fusion
the scrap as a ramp to climb up to the next floor, then you should see
it sitting to your east on a large blue computer, beside a desk fan; use
the walkway outside the door there to get to it.
POSEIDON
ENERGY
REEB MARINA
Rocky Cave Virgil's Laboratory, on the desk/tipped fridge
UNIVERSITY
POINT

Total Hack

THE SHAMROCK TAPHOUSE


WATTZ CONSUMER
ELECTRONICS
WILDWOOD CEMETERY

Tumblers Today

Easy City Downs


FENS STREET SEWER

On the end table near Eager


Ernie's couch

MALDEN CENTER
POSEIDEN ENERGY
TURBINE 18-F
WEST ROXBURY STATION

U.S. Covert Operations Manual

Permanently more difficult to detect while sneaking.


ABANDONED SHACK
FEDERAL RATION
STOCKPILE
FORT HAGEN
FORT STRONG
LEXINGTON (THE
SWITCHBOARD)
Libertalia

On the "third floor" of the main ship, on a path sticking out


toward the sea and accompanied by a chair

NATIONAL GUARD
TRAINING YARD
REVERE SATELLITE
ARRAY
USAF Satellite
Station Olivia

In the locked Intel Room

USS CONSTITUTION

Unstoppables

DON BOSCO TECHNICAL HIGH


SCHOOL

HUBRIS COMICS
SHAW HIGH SCHOOL
SUFFOLK COUNTY CHARTER
SCHOOL
WESTING ESTATE

Wasteland Survival Guide

CRATER HOUSE
EGRET TOURS MARINA
GORSKI CABIN
LYNN WOODS
NAHANT OCEANOLOGICAL
SOCIETY
OLD GULLET SINKHOLE
RANGER CABIN
SUNSHINE TIDINGS CO-OP
WRECK OF THE USS RIPTIDE

You're S.P.E.C.I.A.L.!

A SPECIAL point of your choice becomes permanently increased by 1.


Sanctu In your old house, under the dresser in
ary Shaun's room.

Appendices

SPECIAL Attributes & Perks


Companions

Power Armor

Settlements & Building

Codsworth's Filthy Mouth (Spoken Name List)

Console Commands / Cheats (PC Only)

Trophies/Achievements

SPECIAL Attributes & Perks


In addition to reaching the SPECIAL level needed to unlock perks for that attribute and level,
you will need to reach the minimum character level specified for all ranks higher than the first.

STRENGTH
PERCEPTION

ENDURANCE

CHARISMA

INTELLIGENCE

AGILITY

LUCK

STRENGTH

Strength is a measure of your raw physical power. It affects how much you can carry, and the
damage of all melee attacks.
Perk
Iron Fist

S
Perk Requirem
Lev
Rank
ents
el
01

Channel your chi to unleash devastating fury!


Punching attacks do 20% more damage to your
opponent.

01
02

Description

Level 09

Punching attacks now do 40% more damage and

can disarm your opponent.


03

Level 18

Punching attacks now do 60% more damage.


Unarmed Power Attacks have a chance to cripple
one of your opponent's limbs.

04

Level 31

Punching attacks now do 80% more damage.


Unarmed Power Attacks have an increased chance
to cripple one of your opponent's limbs.

05

Level 46

Punching attacks now do double damage. Criticals


in VATS will paralyze your opponent.

Swing for the fences! Do 20% more melee weapon


damage.

01

Big
02
Leagues

02

Level 07

You now do 40% more melee weapon damage and


gain a chance to disarm your opponent.

03

Level 15

You now do 60% more melee weapon damage and


gain an increased chance to disarm your
opponent.

04

Level 27

You now do 80% more melee weapon damage and


hit all targets in front of you.

Level 42

You now do double damage with a melee weapon,


and gain a chance to cripple your opponent, or
grand slam their head clean off!

05

Protect yourself from the dangers of the


Wasteland with access to base level and Rank 1
armor mods.

01
Armorer

03

Blacksmit 04
h

02

Level 13

You gain access to Rank 2 armor mods.

03

Level 25

You gain access to Rank 3 armor mods.

04

Level 39

You gain access to Rank 4 armor mods.

01

Fire up the forge and gain access to base level and


Rank 1 melee weapon mods.

02

Level 16

You gain access to Rank 2 melee weapon mods.

03

Level 29

You gain access to Rank 3 melee weapon mods.

Thanks to practice and conditioning, heavy guns


do 20% more damage.

01

Heavy
Gunner

05

02

Level 11

Heavy guns now do 40% more damage, and have


improved hip fire accuracy.

03

Level 21

Heavy guns now do 60% more damage. Hip fire


accuracy is increased even more.

04

Level 35

Heavy guns now do 80% more damage and have


a chance to stagger your opponent.

05

Level 47

Heavy guns now do double damage.

What are you, part pack mule? Gain +25 to carry


weight.

01
Strong
Back

06

02

Level 10

You now have +50 to carry weight.

03

Level 20

When overencumbered, you can use Action Points


to run.

04

Level 30

When overencumbered, you can fast travel.

Stay on target! Hip-fire accuracy is improved when


firing any gun.

01

Steady
Aim

07

Basher

08

02

Level 28

Hip-fire accuracy is improved even more when


firing any gun.

Get up close and personal! Gun bashing does 25%


more damage.

01
02

Level 05

Gun bashing now does 50% more damage and


possibly cripples your opponent.

03

Level 14

Gun bashing now does 75% more damage and has

an increased chance to cripple your opponent.


04

Level 26

You're part tree! While standing still, you gain +25


Damage Resistance and your melee and unarmed
attacks deal 25% more damage.

01

Rooted

09

Pain Train 10

Gun bashing does double damage and has an


increased chance to cripple your opponent. It may
also inflict a Critical Hit.

02

Level 22

While standing still, you now gain +50 Damage


Resistance and your melee and unarmed attacks
deal 50% more damage.

03

Level 43

While standing still, you may automatically disarm


enemies that use melee weapons against you.

01

Choo choo! All aboard! While wearing Power


Armor, sprinting into enemies hurts and staggers
them. (Robots and oversized enemies are immune
to the stagger.)

02

Level 24

Sprinting into enemies while wearing Power Armor


now causes severe damage and a more powerful
stagger. (Robots and oversized enemies are
immune to the stagger.)

Level 50

Sprinting into enemies while wearing Power Armor


now causes massive damage and knocks them
down. Impact landing near enemies inflicts even
more damage.

03

PERCEPTION

Perception is your environmental awareness and "sixth sense," and affects weapon accuracy in
VATS.
Perk

P
Perk Requirem
Lev
Rank
ents
el

Description

Your quick hands and sticky fingers make


picking pockets 25% easier.

01

Pickpocket

02

Level 06

Picking pockets is now 50% easier. You can


place a live grenade in a person's inventory.

03

Level 17

Picking pockets is now 75% easier, and you can


steal equipped weapons.

04

Level 30

Picking pockets is now twice as easy, and you


can steal equipped items.

01

01

Keep your distance long and your kill-count


high. Attacks with non-automatic rifles do 20%
more damage.

02

Level 09

Attacks with non-automatic rifles now do 40%


more damage and ignore 15% of a target's
armor.

Level 18

Attacks with non-automatic rifles now do 60%


more damage and ignore 20% of a target's
armor.

Level 31

Attacks with non-automatic rifles now do 80%


more damage and ignore 25% of a target's
armor. They also have a slight chance of
crippling a limb.

Level 46

Attacks with non-automatic rifles now do


double damage and ignore 30% of a target's
armor. They also have a slightly higher chance
of crippling a limb.

03
Rifleman

02

04

05

Awareness

03

Locksmith

04

01

To defeat your enemies, know their


weaknesses! You can view a target's specific
damage resistances in VATS.

01

Your nimble fingers allow you to pick Advances


locks.

02

Level 07

You can pick Expert locks.

03

Level 18

You can pick Master locks.

04

Level 41

Your bobby pins never break during lockpicking.

The bigger the boom, the better! Your


explosives do 25% more damage, and you can
craft explosives at any Chemistry Station.

01

Demolition
Expert

Night
Person

02

Level 10

Your explosives now do 50% more damage, and


grenades gain a throwing arc.

03

Level 22

Your explosives now do 75% more damage and


affect a larger area.

04

Level 34

Your explosives now do double damage. Mines


and grenades shot in VATS explode for double
damage, too.

05

01

You are a create of the night! Gain +2 to


Intelligence and Perception between the hours
of 6:00 p.m. and 6:00 a.m.

02

You now have +3 to Intelligence and Perception


between the hours of 6:00 p.m. and 6:00 a.m.,
and night vision when sneaking.

06
Level 25

You must be part mirror! Instantly gain +10


Energy Resistance.

01

Refractor

Sniper

07

08

02

Level 11

You now have +20 Energy Resistance.

03

Level 21

You now have +30 Energy Resistance.

04

Level 35

You now have +40 Energy Resistance.

05

Level 42

You now have +50 Energy Resistance.

01

It's all about focus. You have improved control


and can hold your breath longer when aiming
with scopes.

02

Level 13

Non-automatic, scoped rifles have a chance of


knocking down your target.

03

Level 26

Non-automatic, scoped rifles GAIN +25%


accuracy to head shots in VATS.

There's no place to hide! In VATS you can target


an enemy's body parts that are blocked by
cover, with a decrease in accuracy.

01
Penetrator

09
02

Level 28

Stay focused! In VATS every attack on the same


body part gains +10% accuracy.

01
Concentrate
10
d Fire

02

03

In VATS when you target an enemy's body parts


that are blocked by cover, there is no decrease
in accuracy.

Level 26

In VATS every attack on the same body part


gains +15% accuracy.

Level 50

In VATS every attack on the same body part


gains +20% accuracy and does 20% more
damage.

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Appendices (Continued)
ENDURANCE

Endurance is a measure of your overall physical fitness. It affects your total Health and the
Action Point drain from sprinting.
Perk

E
Perk Requirem
Lev
Rank
ents
el

Description

If nothing else, you can take a beating!


Instantly gain +10 Damage Resistance.

01

Toughness

01

02

Level 09

You now have +20 Damage Resistance.

03

Level 18

You now have +30 Damage Resistance.

04

Level 31

You now have +40 Damage Resistance.

05

Level 46

You now have +50 Damage Resistance.

Your digestive tract has adjusted to the


weirdness of the Wasteland! Take less
radiation from eating or drinking.

01
Lead Belly

02
02

Level 06

You take even less radiation from eating or


drinking.

03

Level 17

You take no radiation from eating or drinking.

You embody wellness! Instantly gain +20


maximum Health.

01
Life Giver

Chem
Resistant

03

02

Level 08

You instantly gain another +20 maximum


Health.

03

Level 20

You instantly gain another +20 maximum


Health, and slowly regenerate lost Health.

01
04
02

Aquagirl /
Aquaboy

All the rush without the hassle. You're 50%


less likely to get addicted when consuming
chems.
Level 22

05

Water is your ally. You no longer take


radiation damage from swimming, and can
breathe underwater.

01
02

You gain complete immunity to chem


addiction.

Level 21

You become totally undetectable while

submerged.

Exposure to the Wasteland has made you


more resilient, instantly granting +10
Radiation Resistance.

01
Rad Resistant 06
02

Level 13

You now have +20 Radiation Resistance.

03

Level 26

You now have +30 Radiation Resistance.

Your skeleton has been infused with


indestructible metal, reducing limb damage
by 30%.

01
Adamantium
07
Skeleton

02

Level 13

Your limb damage is now reduced by 60%.

03

Level 26

Your limb damage is completely eliminated.

Feast on mortal flesh to heal your wounds!


Eating human corpses restores Health.

01

Cannibal

08

02

03

Level 19

Eating Ghoul or Super Mutant corpses


restores Health.

Level 38

Eating human, Ghoul, or Super Mutant


corpses now restores a significant amount of
Health.

Sure, you're still human - on the outside!


Radiation now regenerates your lost Health.

01

Ghoulish

09

02

03

Solar

10

01

Level 24

Radiation now regenerates even more of your


lost Health.

Level 48

Radiation now regenerates even more of your


lost Health, and some Feral Ghouls will
randomly become friendly.

Catch some rays! Gain +2 to Strength and

Endurance between the hours of 6:00 a.m.


and 6:00 p.m.
Powered

02

Level 27

Sunlight slowly heals your radiation damage.

03

Level 50

Sunlight regenerates your lost Health.

CHARISMA

Charisma is your ability to charm and convince others. It affects your success to persuade in
dialogue and prices when you barter.
Perk

C Perk
Requirem
Lev Ran
ents
el
k

You've mastered the art of the deal! Buying


and selling prices at vendors are better.

01
Cap
Collector

01

02

Level 20

Buying and selling prices at vendors are now


much better.

03

Level 41

You can now invest a total of 500 caps to raise


a store's buying capacity.

(F) Come into my parlor... Men suffer +5%


damage in combat, and are easier to persuade
in dialogue.

01

Black
Widow / Lady 02
Killer

Description

02

03

(M) You're charming... and dangerous. Women


suffer +5% damage in combat, and are easier
to persuade in dialogue.

Level 07

<Opposite sex of your character> now suffer


+10% damage in combat, and are even easier
to persuade in dialogue. They are also easier to
pacify with the Intimidation perk.

Level 22

<Opposite sex of your character> now suffer


+15% damage in combat, and are much easier
to persuade in dialogue. They are now even
easier to pacify with the Intimidation perk.

Who needs friends, anyway? When


adventuring without a companion, you take
15% less damage and carry weight increases
by 50.

01
Lone
Wanderer

03
02

Level 17

When adventuring without a companion, you


take 30% less damage and increases carry
weight by 100.

03

Level 40

When adventuring without a companion, you


do 25% more damage.

Your faithful canine companion can hold an


enemy, giving you a greater chance to hit
them in VATS.

01
Attack Dog

04

02

Level 09

When your dog holds an enemy, there's a


chance he'll cripple the limb he's biting.

03

Level 25

When your dog holds an enemy, there's a


chance he'll cause them to bleed.

Commune with beasts! With your gun, aim at


any animal below your level and gain a chance
to pacify it.

01
Animal
Friend

05

02

Level 12

When you successfully pacify an animal, you


can incite it to attack.

03

Level 28

When you successfully pacify an animal, you


can give it specific commands.

As the ruler everyone turns to, you are able to


establish supply lines between your workshop
settlements.

01
Local Leader 06
02

Level 14

You can build stores and workstations at


workshop settlements.

Nobody has a good time like you! There's no


chance you'll get addicted to alcohol.

01
Party Girl /
Party Boy

07

02

Level 15

The effects of alcohol are doubled.

03

Level 37

Your Luck is increased by 3 while you're under


the influence of alcohol.

Because you lead by example, your companion


does more damage in combat, and cannot hurt
you.

01
Inspirational 08
02

Level 19

Your companion resists more damage in


combat, and can't be harmed by your attacks.

03

Level 43

Your companion can carry more items.

Master the post-apocalypse! With your gun,


aim at any Wasteland creature below your
level and gain a chance to pacify it.

01
Wasteland
Whisperer

09

02

Level 21

When you successfully pacify a Wasteland


creature, you can incite it to attack.

03

Level 49

When you successfully pacify a Wasteland


creature, you can give it specific commands.

Time to show everyone who's boss! With your


gun, aim at any human opponent below your
level and gain a chance to pacify them.

01
Intimidation 10

INTELLIGENCE

02

Level 23

When you successfully pacify someone, you


can incite them to attack.

03

Level 50

When you successfully pacify someone, you


can give them specific commands.

Intelligence is a measure of your overall mental acuity, and affects the number of Experience
Points earned.
Perk

V.A.N.S.

Medic

I
Perk Requirem
Lev
Rank
ents
el
01

02

01

Let Vault-Tec guide you! The path to your closest


quest target is displayed in VATS.

01

Is there a doctor in the house? Stimpaks restore


40% of lost Health, and RadAway removes 40% of
radiation.

02

Level 18

Stimpaks now restore 60% of lost Health, and


RadAway removes 60% of radiation.

03

Level 30

Stimpaks restore 80% of lost Health, and RadAway


removes 80% of radiation.

04

Level 49

Stimpaks restore all lost health and radiation, and


work much more quickly.

Shoot first, kill first, with access to base level and


Rank 1 gun mods.

01
Gun Nut 03

02

Level 13

You gain access to Rank 2 gun mods.

03

Level 25

You gain access to Rank 3 gun mods.

04

Level 39

You gain access to Rank 4 gun mods.

Knowledge of cutting-edge computer encryption


allows you to hack Advanced terminals.

01

Hacker

04

Description

02

Level 09

You can hack Expert terminals.

03

Level 21

You can hack Master terminals.

04

Level 33

When hacking, you never get locked out of a


terminal when things go wrong.

01

Waste not, want not! You can salvage uncommon


components like screws, aluminum, and copper
when scrapping weapons and armor.

02

You can salvage rare components like circuitry7,


nuclear material, and fiberoptics when scrapping
weapons and armor. Items with favorited
components are highlighted.

Scrapper 05
Level 23

Take full advantage of advanced technology with


access to base level and Rank 1 high-tech mods.

01
Science! 06

02

Level 17

You gain access to Rank 2 high-tech mods.

03

Level 28

You gain access to Rank 3 high-tech mods.

04

Level 41

You gain access to Rank 4 high-tech mods.

01

Chemist 07

Any chems you take last 50% longer. Far out.

02

Level 16

Any chems you take now last twice as long.

03

Level 32

Any chems you take now last an additional 150%


longer.

04

Level 45

Any chems you take now last an additional 200%


longer.

Machines will always serve humans, if you have


anything to say about it. Hack a robot, and gain a
chance to power it on or off, or initiate a selfdestruct.

01
Robotics
08
Expert

Nuclear

09

02

Level 19

When you successfully hack a robot, you can incite


it to attack.

03

Level 44

When you successfully hack a robot, you can give


it specific commands.

01

You've learned to split the atom... and command it.


Radiation weapons do 50% more damage and

Fusion Cores last an extra 25% longer.


02

Level 14

Radiation weapons now do double damage and


Fusion Cores last an extra 50% longer.

Level 26

Fusion Cores can be ejected from Power Armor like


devastating grenades and Fusion Cores last twice
as long.

Physicist
03

Genius. Is. ANGRY! When your Health drops below


20%, time slows and you gain +20 Damage
Resistance and do 20% more damage while the
effect lasts.

01

Nerd
Rage!

10

02

03

Level 31

You now gain 30 more Damage Resistance and do


30% more damage while Nerd Rage is in effect.

Level 50

You now gain 40 more Damage Resistance and do


40% more damage while Nerd Rage is in effect.
Kills you make while enraged restore some lost
Health.

AGILITY

Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in
VATS and your ability to sneak.
Perk
Gunslinger

A
Perk Requirem
Lev
Rank
ents
el
01

Description
Channel the spirit of the Old West! Nonautomatic pistols do 20% more damage.

01
02

Level 07

Non-automatic pistols now do 40% more


damage and have increased range.

03

Level 15

Non-automatic pistols now do 60% more


damage and range is increased even farther.

04

Level 27

Non-automatic pistols now do 80% more


damage and their attacks can disarm

opponents.

05

Level 42

Rigorous combat training means automatic


weapons do 20% more damage.

01
Level 11

Your automatic weapons now do 40% more


damage, with improved hip fire accuracy.

03

Level 21

Your automatic weapons now do 60% more


damage. Hip fire accuracy is improved even
more.

04

Level 35

Your automatic weapons now do 80% more


damage and gain a chance to stagger
opponents.

Level 49

Your automatic weapons now do double


damage and have a greater chance to stagger
opponents.

02

Commando

02

05

Become whisper, become shadow. You are


20% harder to detect while sneaking.

01

Sneak

03

Non-automatic pistols now do double damage.


Their attacks have a much better chance to
disarm opponents, and may even cripple a
limb.

02

Level 05

You are now 30% harder to detect while


sneaking, and no longer trigger floor-based
traps.

03

Level 12

You are now 40% harder to detect while


sneaking, and no longer trigger enemy mines.

04

Level 23

You are now 50% harder to detect while


sneaking, and running no longer adversely
affects stealth.

05

Level 38

Engaging stealth causes distant enemies to


lose you.

As an agent of death itself, you can instantly


kill a sleeping person. Your silenced weapons
do an additional 15% sneak attack damage.

01
Mister
Sandman

04

Action Girl /
05
Action Boy

02

Level 17

Your silenced weapons do an additional 30%


sneak attack damage.

03

Level 30

Your silenced weapons now do 50% more


sneak attack damage.

There's no time to waste! Your Action Points


regenerate 25% faster.

01
02

Level 18

They can't hurt what they can't hit! Get +25


Damage Resistance and +25 Energy
Resistance when you're sprinting.

01
Moving
Target

Ninja

06

07

02

Level 24

You now get +50 Damage Resistance and +50


Energy Resistance when you're sprinting.

03

Level 44

Sprinting costs 50% fewer Action Points.

01

Trained as a shadow warrior, your ranged


sneak attacks do 2.5x normal damage and
your melee and sneak attacks do 4x normal
damage.

02

Level 16

Your ranged sneak attacks do 3x normal


damage and your melee sneak attacks do 5x
normal damage.

Level 33

Your ranged sneak attacks now do 3.5x normal


damage, and melee sneak attacks do 10x
normal damage.

03

Quick Hands 08

Your Action Points regenerate 50% faster.

01

In combat, there is no time to hesitate. You


can reload all guns faster.

02

Blitz

Level 28

01

Find the gap and make the tackle! VATS melee


distance is increased significantly.

02

VATS melee distance is increased even more,


and the farther the Blitz distance, the greater
the damage.

09
Level 29

You've learned to apply ancient martial arts to


gunplay! Do 25% more damage to your
second VATS target and beyond.

01
Gun-Fu

10

Reloading guns costs no Action Points in VATS.

02

Level 26

In VATS you do 50% more damage to your


third target and beyond.

03

Level 50

In VATS you instantly do a Critical Hit against


your fourth target and beyond.

LUCK

Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
Perk

L
Perk Requirem
Lev
Rank
ents
el

You've learned to discover the Wasteland's


hidden wealth, and find more bottle caps in
containers.

01

Fortune
Finder

01

Description

02

Level 05

You find even more bottle caps in containers.

03

Level 25

You find even more bottle caps in containers.

04

Level 40

You find even more bottle caps in containers,


and there is a chance of enemies exploding in a
shower of caps when you kill them.

You know just how to scavenge to keep the fight


going, and find more ammunition in containers.

01
Scrounger 02

02

Level 07

You find even more ammunition in containers.

03

Level 24

You find even more ammunition in containers.

04

Level 37

You find even more ammunition in containers.

+5% bonus damage means enemies will


sometimes explode into a gory red paste. Watch
out for flying eyeballs!

01
Bloody
Mess

03

02

Level 09

You now inflict +10% damage in combat.

03

Level 31

You now inflict +15% damage in combat.

04

Level 47

When an enemy explodes, nearby enemies may


suffer the same fate.

Who is he? Why does he help? Who cares! The


Mysterious Stranger will appear occasionally in
VATS to lend a hand, with deadly efficiency...

01
Mysterious
04
Stranger

02

03

Idiot
Savant

Level 22

The Mysterious Stranger appears more often in


VATS.

Level 41

The Mysterious Stranger appears more often in


VATS. When he kills an opponent, there is a
chance your Critical meter gets filled.

05

You're not stupid! Just... different. Randomly


receive 3x XP from any action, and the lower
your Intelligence, the greater the chance.

01

02

Level 11

03

Level 34

You now randomly receive 5x XP from any


action. The lower your Intelligence, the greater
the chance.
Randomly receiving bonus XP from any action
may trigger 3x XP for all kills for a short period
of time. The lower your intelligence, the greater

the chance.

Advanced training for enhanced combat


effectiveness! Criticals do 50% more extra
damage.

01
Better
Criticals

06

02

Level 15

Your criticals now do twice as much extra


damage.

03

Level 40

Your criticals now do 2.5x as much extra


damage.

You're a patient battlefield tactician, and can


save a Critical Hit, to be used in VATS when you
need it the most.

01

Critical
Banker

07

02

03

Level 17

You can now save 2 Critical Hits, to be used in


VATS when you need them the most.

Level 43

You can now save 3 Critical Hits, to be used in


VATS when you need them the most. Banking a
Critical has a chance to save an additional
Critical.

Death becomes you! Any kill in VATS has a 15%


chance to restore all Action Points.

01
Grim
Reaper's
Sprint

08

02

03

Four Leaf
Clover

09

Level 19

Any kill in VATS now has a 25% chance to


restore all Action Points.

Level 46

Any kill in VATS now has a 35% chance to


restore all Action Points and refill your Critical
meter.

Feeling lucky? You should! Each hit in VATS has a


chance of filling your Critical meter.

01
02

Level 13

Each hit in VATS now has an even better chance


of filling your Critical meter.

03

Level 32

Each hit in VATS now has a very good chance of


filling your Critical meter.

04

Level 48

Each hit in VATS now has an excellent chance of


filling your Critical meter.

What goes around comes around! An enemy's


ranged attack will sometimes ricochet back and
instantly kill them. The closer you are to death,
the higher the chance.

01

Ricochet

10

02

03

Level 29

There's an increased chance that an enemy's


shot will ricochet back and kill them.

Level 50

When an enemy's shot ricochets back and kills


theme, there is a chance your Critical meter
gets filled.

Companions

Cait
Codsworth

Dogmeat

Nick Valentine

Piper

Preston Garvey

X6-88

It always helps to have someone along for the adventure, but some other feel more comfortable
going solo. Here are the Pros and Cons to having a Companion, as well as details on each one:

Pro: Can't die!


Pro: Can hold a lot of your items if you go over your weight limit.

Pro: Can provide backup fire.

Pro: Can use their default weapon without consuming ammo.

Pro: Can equip most other weapons besides their default. (You must also
provide them with ammo.)

Pro: Can equip some Apparel.

Pro: Can equip Power Armor without using a Fusion Core.

Pro: Can enter a romance with you if you do enough things the companion
likes, as well as have high enough Charisma to flirt when the time comes.

Pro: Can hack terminals and pick locks you normally can't. (Nick Valentine
and Cait)

Con: Will unintentionally cause you to be detected more often then not,
especially when you're trying to sneak.

Con: Will trigger traps and bombs that are otherwise easily avoidable and/or
disabled.

Con: If equipped with a different weapon than their default, they will consume
ammo.

Con: Voices and dialogue become repetitive after quite a while.

Cait

Type
Where To
Recruit

Human
Combat Zone

How To
Recruit

Clear out the Raiders in the Combat Zone

Default
Weapon

Double-barrel Shotgun

Skills
Romance
Likes

Lockpicking (Up to Master - needs your


Bobby Pins)
Yes
Chem Addiction (before "Benign
Intervention")
Chem Use (before "Benign Intervention")
Donating Items (after "Benign

Intervention")
Drink alcohol
Healing Dogmeat
Lockpicking
Lockpicking (Owned)
Not wearing clothes
Selfish decisions
Violent decisions
Chem Addiction (after "Benign
Intervention")
Chem Use (after "Benign Intervention")
Donating Items (before "Benign
Intervention")
Dislikes

Eating Corpses
Generous decisions
Mean decisions
Murdering Non-hostiles
Peaceful decisions

Codsworth

Type
Where To
Recruit

Robot
Sanctuary

How To
Recruit

Automatically acquired through the main


storyline

Default
Weapon

Blades / Flamethrower

Skills

Gives you Purified Water

Romance

No
Donating Items
Generous decisions

Likes

Nice decisions
Healing Dogmeat
Modifying Power Armor
Modifying weapons
Chem Use
Chem Addiction
Murdering Non-hostiles

Dislikes

Lockpicking (Owned)
Pickpocketing
Selfish decisions
Stealing
Successful haggling for Bottlecaps

Dogmeat

Type

Dog

Where To
Red Rocket
Recruit
How To
Recruit

Automatically acquired through the main storyline

Default
Weapon

Teeth

Skills

Finding / Retrieving Items, Finding Enemies, Holding Enemies Down

Romance No

Likes
Dislikes

Doesn't like or dislike anything; he loves you forever and ever, even if
you stab, beat, and/or shoot him.

Nick Valentine

Type
Where To
Recruit

Synth
Diamond City

How To
Recruit

Automatically acquired through the main storyline

Default
Weapon

Pipe Revolver Pistol

Skills
Romance

Hacking (Up to Master - save before attempting, or he may be locked


out permanently)
No
Donating Items
Hacking Terminals

Likes

Healing Dogmeat
Mean decisions
Nice decisions
Lockpicking (Owned)
Murdering non-hostiles

Dislikes

Peaceful decisions
Pickpocketing
Stealing
Violent decisions

Piper

Type
Where To
Recruit

Human
Diamond City

How To
Recruit

Automatically acquired through the main


storyline

Default
Weapon

10mm Pistol

Skills
Romance

Yes
Donating items
Generous decisions

Likes

Healing Dogmeat
Lockpicking
Mean decisions

Lockpicking (Owned)
Murdering non-hostiles
Dislikes

Peaceful decisions
Selfish decisions
Stealing
Violent decisions

Preston Garvey

Type
Where To
Recruit

Human
Sanctuary

How To
Recruit

Automatically acquired through the


Minutemen storyline

Default
Weapon

Laser Musket

Skills
Romance

Yes
Building more settlements
Donating items

Likes

Generous decisions
Mean decisions
Modifying weapons
Peaceful decisions
Chem addiction
Eating corpses
Lockpicking (Owned)

Dislikes

Murdering non-hostiles
Pickpocketing
Selfish decisions
Stealing
Violent decisions

X6-88

Type
Where To
Recruit
How To
Recruit

Synth
The Institute
Automatically acquired through the
Institute storyline

Default
Weapon
Skills
Romance

Institute Rifle
No
Hacking Terminals
Modifying Power Armor

Likes

Modifying weapons
Peaceful decisions
Selfish decisions
Successful haggling for Bottlecaps
Chem Use
Chem Addiction
Donating items

Dislikes

Generous decisions
Healing Dogmeat
Nice decisions
Not wearing clothes

Power Armor

Where to find Power Armor (frames) (map included!)


Raider Power Armor

T-45 Power Armor

T-51 Power Armor

T-60 Power Armor

X-01 Power Armor

Listed below are locations of the different suits of Power Armor, as well as the equipment they
can be fitted with. Here are some things to remember about Power Armor:

You MUST have Fusion Cores to be able to use them.

You need to keep the individual pieces of your armor repaired after they're
damaged; otherwise, the pieces will be unequipped when their Health
reaches 0 and you won't be able to equip them again until they're fixed.

You can fall from ANYWHERE and not take damage. With this in mind, falling
from high places onto or nearby enemies will cause shockwave damage to
them.

RADS damage becomes almost nonexistent when equipped with even weak
pieces of armor.

People WILL steal them! Make sure to take out the Fusion Cores before
leaving them be, or you'll see Trashcan Carla in a suit of your finest armor
walking around the rooftops of Sanctuary for no reason.

You can mod each individual piece just like you can weapons and armor for
bonuses.

Keep in mind that your level can determine what kind of armor you
find; the higher your level, the better chances of better Power
Armor! Once you discover the armor, the type of armor is set, and it
will not change regardless of how much higher your level goes.
o

Raider Power Armor is weak, but still stronger than normal Apparel,
and can only be found on Raiders themselves, looting them after killing
them.

T-45 Power Armor is slightly stronger than the Raider Power Armor, and
will be the first to be found in most places at low levels.

T-51 Power Armor is of medium strength, and starts becoming fairly


easy to find after around level 20 or so.

T-60 Power Armor is the second strongest, but is still slightly difficult to
find, and won't start appearing until around level 25 or so.

X-01 Power Armor is the strongest, and will be EXTREMELY hard to find,
and won't start appearing until around level 30 or so. Quicksave often
before hunting for it, or try for higher levels first for better chances.

Where to find Power Armor (frames)

Here are the locations of Power Armor that you can find in the game. It does not include any
Raider Power Armor or others you can buy / get from enemies / be given as a reward by quests.
Remember, waiting for higher levels is key, ESPECIALLY for those possible full suits of X-01.

Full size image: http://puu.sh/lZkxf/7d0c5fe06c.png

Raider Power Armor

This armor is weak, but still stronger than normal Apparel, and can only be found on Raiders
themselves, looting them after killing them.
Piece
Raider Power
Helmet

Ba En Rad Heal Weig Valu


l. e. .
th
ht
e
10
50 150 50
0

14

50

Raider Power Left


50 25 150 50
Arm

16

75

Raider Power Left


50 25 150 50
Leg

17

75

Raider Power
Right Arm

50 25 150 50

16

75

Raider Power
Right Leg

50 25 150 50

17

75

Raider Power
Torso

20
100 300 100
0

22

100

Complete Set
Total

50 25 105
350 102
0 0 0

450

T-45 Power Armor

This armor is slightly stronger than the Raider Power Armor, and will be the first to be found in
most places at low levels.
Piece

Ba En Rad Heal Weig Valu


l. e. .
th
ht
e
10
60 150 50
0

12

60

T-45 Left Arm 50 30 150 50

15

100

T-45 Left Leg 50 30 150 50

15

100

50 30 150 50

15

100

T-45 Right Leg 50 30 150 50

15

100

20

140

Complete Set 50 31 105


450 92
Total
0 0 0

600

T-45 Helmet

T-45 Right
Arm

T-45 Torso

20
130 300 200
0

T-51 Power Armor

This armor is of medium strength, and starts becoming fairly easy to find after around level 20 or
so.
Piece

Ba En Rad Heal Weig Valu


l. e. .
th
ht
e
14
90 150 80
0

12

80

T-51 Left Arm 90 60 150 80

15

130

T-51 Left Leg 90 60 150 80

15

130

90 60 150 80

15

130

T-51 Right Leg 90 60 150 80

15

130

20

180

Complete Set 74 49 105


720 92
Total
0 0 0

780

T-51 Helmet

T-51 Right
Arm

T-51 Torso

24
160 300 320
0

T-60 Power Armor

This armor is the second strongest, but is still slightly difficult to find, and won't start appearing
until around level 25 or so.
Piece

Ba En Rad Heal Weig Valu


l. e. .
th
ht
e

T-60 Helmet

16
110 150 110
0

12.6

84

T-60 Left Arm

13
85 150 110
0

15.0

160

T-60 Left Leg

13
85 150 110
0

15.0

160

T-60 Right
Arm

13
85 150 110
0

15.0

160

T-60 Right Leg

13
85 150 110
0

15.0

160

T-60 Torso

28
185 300 440
0

20.0

200

Complete Set 96 63 105


990 92.6 924
Total
0 5 0

X-01 Power Armor

This armor is the strongest, and will be EXTREMELY hard to find, and won't start appearing
until around level 30 or so. Quicksave often before hunting for it, or try for higher levels first for
better chances.
Piece

Bal.

En Rad Heal Weig Valu


e. .
th
ht
e

X-01 Helmet 220 140 150 140

12

140

X-01 Left Arm 170 110 150 140

15

200

X-01 Left Leg 170 110 150 140

15

200

X-01 Right
Arm

170 110 150 140

15

200

X-01 Right
Leg

170 110 150 140

15

200

X-01 Torso

320 210 300 560

20

280

Complete Set 122 79 105


1260 92
Total
0
0 0

122
0

Power Armor Mods (Power Armor Station)

Settlements & Building

Settlement Locations
Workshop Mode (Building)

At just about the start of the game, once you've returned to Sanctuary and talked with
Codsworth, you'll be able to start rebuilding your own Settlement in your hometown. Once
you've rescued and befriended the Minutemen during "When Freedom Calls", you'll be able to
discover new Settlements and begin anew with each of them.
Check out the sample video for a quick example of getting Sanctuary back up and running. Here
are some things to remember about Settlements:

If you plan on spending a lot of time working on Settlements, grab


EVERYTHING you see, no matter where you go; every little bit of Junk helps.
The Junk you collect -- once stored in your Workbench -- can automatically be
converted to the scrapped material that you need upon building objects
without you needing to do anything.

Say you find something that you COULD store, but you don't think you're ever
going to use it? Scrap it.

If you find that you're carrying a lot of extra Weapons and Apparel, but don't
feel like enhancing them at their respective Workbenches or trading them for
Bottlecaps, then go ahead and drop them in an open area at a Settlement,
then enter Workshop Mode and scrap them.

You cannot scrap anything that is in or winds up in the Aid menu, so pretty
much no food, drinks, or drugs.

Use the Bash/Power Attack/Grenade button while in Workshop Mode on items


that you do not have all the materials; this enables you to Tag them for
searching for out in the wasteland, which adds a small magnifying glass next
to the item name.

While having an object selected that either provides or requires electricity,


use the Jump button to create Wire to join the two objects together.

Use Power Pylons under the Power > Connectors & Switches menu to extend
Wire from Generators to desired locations outside of buildings, or to add
distance when you can only go so far with one Wire.

Use Power Conduit or Switches under the Power > Connectors & Switches
menu to join Wire to buildings to give them power; walls, ceilings, and floors
within several feet of the Conduit or Switch will now have power, but you will
have to join another Power Conduit or Switch to extend the range.

When building in an area that you think SHOULD be okay to build in, be sure
that you've double checked the area for rugs and smaller items that need to
be scrapped before you can place items.

Build a Doghouse (or move an existing one, then scrap the rest in the
Settlement) so you have an easier time finding Dogmeat.

Build a Bobblehead Stand so you can drop them off there and get them out of
your inventory!

Settlement Locations

00 00 0 0 0
0 1 1 1
08
12 34 5 6 7
9 0 1 2
0
1

1
11
1 1 2
2
14
17
21
3
56
8 9 0
2

22
2 22
25
34
6 78

O
Z

0
2

S
H

0
3

0
1

T
B

C
O

0
2

R
R

0
4

0
3

A
F

0
4

0
5

G
N

0
6

T
S

0
5

S
D

KL

0
7
0
8

0
7
S
T

C
TF
V

F
F

0
8

0
9

0
9

1
0
1
1
1
2
1
3

0
6

C
C

1
0

G
G

C
M
B
H

1
1
1
2

NB

1
3

1
4

O
S

B
A

1
4

1
5

1
5

1
6

H
A

1
7

1
6
H
P

1
7

1
8

1
8

1
9

T
C

1
9

2
0

2
0

2
1

E
T

JP

SI

2
2

2
1
2
2

2
3

W
H

2
3

2
4

2
4

2
5

S
P

M
C

2
5

2
6

2
6

2
7

2
7
00 00 0 0 0
0 1 1 1
08
12 34 5 6 7
9 0 1 2

1
11
1 1 2
2
14
17
21
3
56
8 9 0
2

X Axis - Left to Right


Y Axis - Top to Bottom

Settlement

X Y

Notes

22
2 22
25
34
6 78

SH

Sanctuary
Hills

Red Rocket
RR
Truck Stop

AF

Abernathy
Farm

0 0
4 3
0 0
5 4

Discovered at the start of the game during Out of Time.

0 0 Complete Returning the Favor or kill everyone and take it


4 5 over.

BA Boston Airport

1 1
Complete Shadow of Steel.
9 4

BH Bunker Hill

1 1 Complete The Battle of Bunker Hill while allied with the


6 2 Railroad.

CV Covenant

1 0 Discover Covenant, then either complete Human Error or kill


3 8 everyone and take it over.

ET

Egret Tours
Marina

Discover the Marina, then talk to Phyllis Daily. Either


1 2 convince her to join the Minutemen, or read her entries in
0 1 the terminal upstairs, then talk to her to gain control of the
settlement. Or kill her and take it over.

FF Finch Farm

2 0
Complete Out of the Fire or kill everyone and take it over.
0 8

GG Graygarden

0 1
Complete Troubled Waters or kill everyone and take it over.
8 1

HP Home Plate

1 1 Talk to the lady in the Mayor's office and purchase it for 2000
2 7 Caps.

SI

Spectacle
Island

2 2
4 1

CC

County
Crossing

1 1 Discover as part of a Misc. Minutemen Quest, then fulfill the


8 0 request.

GN

Greentop
Nursery

1 0
7 5

NB Nordhagen

2 1

Beach

1 3

OS

Oberland
Station

0 1
8 4

SP

Somerville
Place

0 2
9 5

TB Tenpines Bluff

1 0
1 2

TS The Slog

2 0
0 5

W Warwick
H Homestead

2 2
1 3

CO

Coastal
Cottage

CM Croup Manor

2 0 Discover on your own -- or as part of a Minutemen Quest -2 2 and clear out the enemies.
2 1
5 1

Hangman's
Alley

1 1
1 6

JP Jamaica Plain

1 2
5 1

Kingsport
Lighthouse

2
6
5

HA

KL

Murkwater
MC Construction
Site

1 2
4 5

OZ

Outpost
Zimonja

1 0
2 1

SD

Starlight
Drive-In

0 0
9 6

ST

Sunshine
0 0
Tidings Co-op 3 9

TF Taffington

1 0

Boathouse

4 8

TC The Castle

1 1
9 9

Workshop Mode (Building)

Special
Structures

Furniture

Decorations

Power

Defense

Resources

Stores

Crafting

Special

These items are triggered by quests.


Artillery Piece

Section: Special
Required Rank: -

Requires Settler: Yes

Requires Electricity: No

Produces: 6 Defense

Build With: 4 Oil, 4 Screw, 6 Gear, 5 Spring, 16 Steel, 4 Concrete, 4 Wood

Notes: Use Artillery Smoke Grenades to call in artillery strikes on your


enemies. (Unlocked by completing the Minutemen Quest "Old Guns".)

Control Console

Section: Special
Required Rank: -

Requires Settler: No

Requires Electricity: Yes, 2

Produces: -

Build With: 2 Rubber, 3 Copper, 5 Steel, 1 Biometric Scanner

Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)

Mama Murphy's Chair

Section: Special
Requires Settler: Yes

Requires Electricity: No

Produces: -

Build With: 4 Wood, 3 Cloth, 1 Steel

Notes: Build this chair for Mama Murphy. (Unlocked by talking with Mama
Murphy at Sanctuary after completing "When Freedom Calls".)

Molecular Beam Emitter

Section: Special
Required Rank: -

Requires Settler: No

Requires Electricity: Yes, 20

Produces: -

Build With: 2 Rubber, 10 Steel, 5 Copper, 1 Military-Grade Circuit Board, 3


Circuitry

Notes: Snap this in place over the Reflector Platform. (Unlocked by having
one of the factions look at your Signal Interceptor Plans during the Quest
"The Molecular Level".)

Reflector Platform

Section: Special
Required Rank: -

Requires Settler: No

Requires Electricity: Yes, 0 deducted

Produces: -

Build With: 10 Aluminum, 3 Circuitry, 5 Steel

Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)

Relay Dish

Section: Special
Required Rank: -

Requires Settler: No

Requires Electricity: Yes, 5

Produces: -

Build With: 3 Copper, 3 Steel, 6 Cloth, 3 Gold

Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)

Structures

Floor and Roof (Wood 1)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 10 Wood, 10 Steel

Notes: -

Floor and Roof (Wood 2)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 10 Wood, 10 Steel

Notes: -

Wall and Roof (Wood 1)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 12 Wood, 10 Steel

Notes: -

Hallway (Wood)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 12 Wood, 10 Steel

Notes: -

Hallway End (Wood)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 14 Wood, 10 Steel

Notes: -

Corner (Wood 1)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 15 Wood, 12 Steel

Notes: -

Wall and Roof (Wood 2)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 16 Wood, 10 Steel

Notes: -

Corner (Wood 2)

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 20 Wood, 15 Steel

Notes: -

Small Shack

Section: Structures > Wood > Prefabs

Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 30 Wood, 20 Steel

Notes: -

Large Shack

Section: Structures > Wood > Prefabs


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 40 Wood, 20 Steel

Notes: -

Shack Floor 1

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 8 Wood, 2 Steel

Notes: -

Shack Floor 2

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 7 Wood, 2 Steel

Notes: -

Shack Foundation 1

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 12 Wood, 3 Concrete

Notes: -

Shack Foundation 2

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 12 Wood, 3 Steel

Notes: -

Shack Stairwell

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 12 Wood, 3 Steel

Notes: -

Shack Upper Floor

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 8 Wood, 2 Steel

Notes: -

Floor Small 1

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 3 Wood, 1 Steel

Notes: -

Floor Small 2

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 3 Wood, 1 Steel

Notes: -

Floor Small 3

Section: Structures > Wood > Floors


Required Rank: -

Requires Settler: No

Requires Electricity: No

Produces: -

Build With: 3 Wood, 1 Steel

Notes: -

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1. Go to Diamond City
2. Find Information about Shaun
3. Go to Valentine's Detective Agency
Note...

Learning the VANS perk will allow you to use VATS to show you the quickest past to your next
destination. I may or may not suggest going along those paths depending on what items and such
can be found along a different path.
Go to Diamond City

Our next story objective lies within Diamond City, and it's a long way from here. You can see on
the map where it is, and you can take whichever way you like, but I suggest following along. GO

WITHOUT YOUR POWER ARMOR; each Fusion Core only has a set amount of charge, so
save it for when you REALLY need it.
Note...

If you see a settlement or building or factory or anything else out of the ordinary in the distance,
do a quicksave and check it out; worst case scenario is that you get killed and start from the
autosave. Otherwise, you may discover a new location and earn some XP! There are tons of
places to find.
Fast travel to the Museum of Freedom, then head out. Start heading southwest and south along
the road leading out of town. If you look closely at your map, you should see the small road
you're going southeast, running into some railroad tracks. Those tracks then head south and cross
two major roads; stay on those tracks, as it eventually crosses the river and leads to the major
road that takes you east into Diamond City. Along the way, make sure to save or quicksave
before exploring anything that looks out of the ordinary. You'll discover Drumlin Diner to your
left (east) along the way (where you'll find some threatening people; you may want to save that
for later, though it's a short quest you can do now if you like). As you go, you'll also occasionally
run into an enemy, so be on the lookout.
Note...

If you are able to level up an attribute or perk, now would be a good time to get the Hacker perk.
In the area where the road meets the railroad tracks (just south of the Drumlin Diner), you'll find
a car further southwest that has both a terminal and a cage with a Power Armor attached to it.
Hack the Advanced terminal to unlock the gate, then jump in this new set of Power Armor, and it
even has a full Fusion Core! It's missing a couple parts, but still! Take the time to fast travel to
Sanctuary or the Red Rocket and drop this set off there, then return to the Drumlin Diner and
make your way back south again.
Further down past the diner along the railroad, you'll find a booby-trapped railcar; you'll know
when you find it, as the RADS will start to increase and affect you quickly. Go up the hill and
around it for now, unless you want to take the chance to loot it. If you do, use Rad-X first or
RadAway afterward, even though there's not much in here except an Expert lock safe. In any
case, from these radiation-filled cars, take a quick run to the southeast to discover Jalbert
Brothers Disposal. Normally I'd skip this, but there is some good stuff to be found on the
corpses and in the one building. Check around for random loot, raid the corpses, and take out the
nasty Mole Rats. On the outside of the northern building, on the eastern side, you can find a tool
chest that you can pick a Novice lock to get some goodies. Be wary inside the building, though;
it's full of RADS, but it does have an Advanced hack terminal that you can dig into and use to
unlock the safe nearby (normally an Expert lock safe). Yay for more goodies!
From the junk yard, head toward the large building to the east-northeast to discover the Corvega
Assembly Plant, but do NOT stick around there; just discover it and run away.
Return to the tracks and continue south, and before you reach the river, you should discover the
town of Graygarden, which shows that you're on the right track. (And just by being in this area,

you'll unlock a quest.) While you're here, you can loot some of the things around the garden, but
you can also pick Mutfruits and exchange them to Browne for bottlecaps, just like you did at the
Abernathy place. You can also talk to Greene and ask about his "Game Show Host" moniker to
earn another bunch of bottlecaps; you can take the default of 100, try to persuade him for 150
(Easy), try for 200 (Medium), or 300 (Hard). If you fail at 150 or 200, you go back down to 100.
After several tries, I was able to get 300 at 6 CHR with equipment and booze helping.

"Fire Support" has been unlocked.

Anyway, let's move on. Continue over the bridge, then discover the Beantown Brewery you'll
see on your left (east) as you plod along. Soon after that, you'll discover Oberland Station,
which you'll want to skip right past for now. When you come up to a set of cars on the tracks,
beware of a ghoul ambush. When you reach the next building, go down the several sets of stairs
until you're under a bridge; raid the body her for several items, including a Note, which adds
another Miscellaneous task: "Recover the Pip Bolt-Action from Bedford Station"... which we
will take care of later. The next building just a few feet away has a Waystation on the second
floor; you'll find plenty of goodies here; even a Sledgehammer and Machete!
Make a save; even further south on the tracks, you'll likely encounter several raiders that you'll
need to take out before continuing. Luckily, some random settlers will help you out after a
moment, so make sure to take cover and play it smart. Continue just a bit further, and you'll
finally reach the highway leading to Diamond City: Mass Pike. Don't jump down ON to the
highway; rather, keep the high ground and follow alongside it as you go east. Just as the road
below you it about to end, climb down some stairs to discover the Mass Pike Tunnel West. (Now
that you have a fast travel point close to Diamond City, it would be a good time to return to
Sanctuary and stash your junk to lighten your load. Also, make sure you still have CHR boosting
equipment with you.)
From the lower-road area (if you traveled home, then back, you're there; otherwise, it's right after
you went down the last stairs, or just jumped down into it), climb up the rusty stairs in the
southeast corner to be on the other side. Loot around in this area up here, then start heading eastsoutheast into town. Take care of the Raiders on guard, then approach the large red door behind
the large truck to discover Hardware Town. Head south and follow along the road here as it turns
east, then follow your compass indicator as it should point you straight northeast to the large
green doors of Diamond City!
SAVE now. Equip CHR boosting equipment, then talk to Piper once she's done with her rant to
head inside.

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